What is your favorite new D&D classes?

What New WotC Classes are your favorites

  • Samurai - CW

    Votes: 15 4.9%
  • Hexblade - CW

    Votes: 55 17.9%
  • Swashbuckler - CW

    Votes: 75 24.4%
  • Warlock - CA

    Votes: 127 41.2%
  • Warmage - CA

    Votes: 45 14.6%
  • Wu Jen - CA

    Votes: 22 7.1%
  • Favored Soul - CD

    Votes: 46 14.9%
  • Spirit Shaman - CD

    Votes: 44 14.3%
  • Shukenja - CD

    Votes: 19 6.2%
  • Ninja - CV

    Votes: 35 11.4%
  • Spellthief - CV

    Votes: 41 13.3%
  • Scout - CV

    Votes: 110 35.7%
  • Psion -XPH

    Votes: 96 31.2%
  • Psychic Warrior - XPH

    Votes: 87 28.2%
  • Soulknife - XPH

    Votes: 56 18.2%
  • Wilder - XPH

    Votes: 41 13.3%
  • Artificer - Eberron

    Votes: 80 26.0%
  • Mystic - DLCS

    Votes: 14 4.5%
  • Noble - DLCS

    Votes: 22 7.1%
  • None

    Votes: 31 10.1%

Remathilis said:
In retrospect, I'd like to point out I FORGOT the marshall and Healer, so they are an error or OMISSION, not COMISSION.

Thanks.

I love the Healer as an NPC, but I can't see it as a player character. You're really limited to just one thing, and can't really engage in combat; just have to hang back and slap band-aids on the others.
 

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I like the hexblade and the warlock because of the ambiguous edge they carry with them - they don't have to be evil, but many of their colleagues would be, casting suspicion on the class as a whole. I'm rather fond of dark tones in my game.

I chose all of the psionic classes - psion, wilder, psychic warrior, and soulknife - because I really admire the new psionics system. They finally got it right. The soulknife might be a little weak but not critically so.

Finally, I like the artificer because it's just a damn good way of making a PC class specialising in creating magic items who's not simply a one-trick pony.
 

MonsterMash said:
I voted none as we don't use splatbooks IMC and to be honest there is so much that can be done with the base classes using the feats and skills who needs more?

You're right, but I'd bet that if there is a 4th edition of D&D, the Warlock will be in it as a core class. It's a great addition to the game, and can't really be adequately modeled using just the classes, feats, and skills in the core books, which I feel is of absolute importance in justifying the creation of a new core class.
 

Mashall, Marshall, Marshall.

Because that can't be said enough.


Now if they only had any PrCs at all they'd be really perfect
 


I don't get the appeal of the Scout. Unless I'm dead wrong, and I could be, don't the class benefits of the Scout only come when in motion? Moving twenty feet, ten feet or such? I have this ridiculous image in my mind of the player shoving his mini around as if he was kinging in checkers.

Please educate me if it is not that bad.

I haven't played any of the new cores, but I'm mighty tempted by Favored Souls, War Mages and Swashbucklers.
 

Greylock said:
I don't get the appeal of the Scout. Unless I'm dead wrong, and I could be, don't the class benefits of the Scout only come when in motion? Moving twenty feet, ten feet or such? I have this ridiculous image in my mind of the player shoving his mini around as if he was kinging in checkers.

Please educate me if it is not that bad.

I haven't played any of the new cores, but I'm mighty tempted by Favored Souls, War Mages and Swashbucklers.

one of the class benefits apply if the move more then 10feet around. But shot or the run or leap attack or spring attack are all great feats that will makle the single attack a very good thing.
 


I think Psychic Warrior was one of the first 'new' base classes for 3e, and I still think they make for great ftr/mage concepts. I dont have the XPH, so this is a judgement based on the original (it was too cool to have a class that could run up walls, charge at angles, etc etc).

If you're talking d20, I've got stars in my eyes from AE: Runethane, Unfettered, Witches, Totem Warriors, and Champions all rule, and the remakes (Warmain, Magister, Greenbond, Oathsworn) are at worst as good as the original, and in some cases far better. Akashics seem neat, but repel me personally.

Technik
 

Greylock said:
I don't get the appeal of the Scout. Unless I'm dead wrong, and I could be, don't the class benefits of the Scout only come when in motion? Moving twenty feet, ten feet or such? I have this ridiculous image in my mind of the player shoving his mini around as if he was kinging in checkers. Please educate me if it is not that bad.

No, it's that good.

IMO one of the most lameass things about 3e's combat system is that it is so heavy-handed in discouraging players from moving around in combat. Move more than 5 feet, and no full round of attacks for you. Move more than 5 feet, and you will often provoke an attack of opportunity. In D&D, stasis is a position of strength. If you're moving, you're losing.

So, those players who want to have an agile, mobile, unfetterrd warrior may be able achieve a degree of effectiveness by jacking up their Dex, wearing light armor, and getting feats like Weapon Finesse and Rapid Shot, but the core rules still make it inefficient for them to scoot around the battlefield. The scout's skirmish ability fixes that, and thus gives us a new type of combatant whose tactics will often differ from the standard classes. And that's exactly what a new base class should offer.
 

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